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Messages - Vicker

Pages: [1]
1
Window / Re: Window does not activate if you click inside it
« on: December 19, 2014, 11:57:02 pm »
I know, I probably get rather annoying by now, but the fact that I know it got fixed and that I (and probably nobody else) can't reproduce it, still makes me question whether you're using the new libraries...
Can you download a SFML 2.2 package again and run some of the examples that come with it. Does it happen with them as well? If not you must still somehow be using the old libraries (make sure you've changed the settings for debug and release).

I fixed it.  Now I feel like an idiot.  I had updated all the linking in the compiler but I still needed to update the .dll files. 

Thanks for putting up with my silliness and helping me to get this working!  I'm excited to have it working now!

2
Window / Re: Window does not activate if you click inside it
« on: December 19, 2014, 01:00:50 pm »
So you're mixing SFML with your own GTK+ windows?

What if you just used like the simplest example:

#include <SFML/Graphics.hpp>

int main()
{
        sf::RenderWindow window{{1024, 768}, "Test"};

        while(window.isOpen())
        {
                sf::Event event;
                while(window.pollEvent(event))
                {
                        if(event.type == sf::Event::Closed)
                                window.close();
                }

                window.clear();
                window.display();
        }
}
 

I just tried your simple example.  When I ran the code exactly as you have it, I got an error about extended initializer lists being only available with -std=c++11.  I modified the sf::RenderWindow line to instead read:

sf::RenderWindow window(sf::VideoMode(800, 600), "My window");

as per the tutorial page on using the SFML graphics package.  This modification makes the simple example run correctly.  However, the window still suffers from the same problem as before.  The window does not regain focus by clicking in the body of the window.

3
Window / Re: Window does not activate if you click inside it
« on: December 19, 2014, 06:59:50 am »
Works like a charm here.

Are you should you did a full & clean rebuild?



Yes, I did a full rebuild, with the rebuild button.  Still no luck.

Should I mention that the other windows are GTK+?  They seem to behave correctly.  It's only the SFML window that's not working correctly.  When I click on the body of the SFML window, all windows lose focus, as though I had clicked empty space on the desktop.  I didn't have this problem back when I was using SFML 1.6. 

Edit: Just for fun, I tried using the "GCC 4.7.1 TDM (SJLJ) - 32-bit" instead of the "GCC 4.9.2 MinGW (DW2) - 32-bit" version of SFML.  Still didn't help.  I suppose I could try building SFML myself, I guess...

4
Window / Re: AW: Re: SFML 2.2 Released!
« on: December 18, 2014, 10:38:44 pm »
It is fixed, has been in source code for a long, long time. ;)

Make sure to remove old SFML libraries and make a clean rebuild.

I did. 

I'm using Code Blocks.  I downloaded the GCC 4.9.2 MinGW (DW2) - 32-bit version.  I changed the search directories for the compiler and linker to the new 2.2 folder.  I also deleted the folders containing older versions just to be sure.

5
Window / Re: Window does not activate if you click inside it
« on: December 18, 2014, 09:45:22 am »
I was really excited to see 2.2 released today.  Now I'm really disappointed that this issue was not fixed in 2.2.  What gives?

6
Window / Re: AW: Re: Window does not activate if you click inside it
« on: September 16, 2013, 03:13:06 pm »
Well it's a bug and it will get addressed, most likely for the next version of SFML. Currently you can either down grade to SFML 2.0 or revert the breaking change in your own SFML version or find a fix for it - unfortunately there doesn't seem to be one (check out the issue on the issue tracker).

Oh, I'm not in a huge rush.  It'll be quite a while before I work out the other kinks in this goofy idea of mine, so hopefully it'll be fixed by then.  I'm glad to hear that it's getting fixed.

7
Window / Re: Window does not activate if you click inside it
« on: September 16, 2013, 07:52:54 am »
Does anyone have this problem?
The search is usually very good at answering such questions. ;)

I'm glad he posted this.  I'm having the same problem, and stumbled upon this post while looking for a solution.

I'd like to chime in that this is a major problem for my implementation.  I'm mixing SFML with a GTK+, with one SFML window and one GTK+ controlled window, and the player needs to be able to switch back and forth between them in a non-convoluted manner.

8
General / Re: Compiles fine, runs on XP, does not work on Win7
« on: September 11, 2013, 01:40:26 pm »
Quote
Is this really the only solution?  Rejigger my whole program to use 2.1 instead?
No, you can simply link statically.

Quote
If 1.6 has such a major issue, that doesn't fill me with confidence in regards to SFML as a whole.
Although SFML 1.6 was not perfect, this was mostly a driver issue.

Thank you very much for your reply, Laurent!  I've decided to switch over to 2.1.  I really love your library, so I hope I didn't come across as too negative.  Writing my goofy little game is full of enough headaches; I can't imagine how much work would be involved in creating something as massive as SFML.  My hat is off to you.

In any case, 2.1 seems to be working nicely on my machine.  Now I just need to reword some things in my program and I'll be happy as a clam.


... If 1.6 has such a major issue, that doesn't fill me with confidence in regards to SFML as a whole.

Your going to base your opinion of the current version of the library on an old outdated version that has since changed drastically?

Do you use this same mentality when playing games? And what about the games you are developing, do you want others to treat you the same way? "Vicker's first game kinda sucked, so I don't think I'm gonna touch this brand new one he put out. It may be a completely different thing, but that first one sure didn't fill me with confidence"

Actually speaking with some co-workers as I'm writing this, seems a lot more people then I previously thought think this way... too bad.

There's a difference between, "Vicker's first game sucked, so I won't touch his new one," and, "Vicker's first game sucked, so it makes me hesitant to try his new one."  I also didn't say anything about forming any kind of opinion.  I simply said it puts a dent in my opinion.  My overall opinion of SFML is still overwhelmingly positive.

9
General / Re: AW: Compiles fine, runs on XP, does not work on Win7
« on: September 10, 2013, 08:51:39 am »
Do you have an AMD graphics card?
To me it sounds like the famous ATI bug, thus I suggest you stop using buggy, unmaintained and outdated SFML 1.6 now and start using SFML 2.1 which will bring a lot of new possibilities. ;)
It should be rather easy to adapt your project for SFML 2.1.

I do have an AMD card.  Is this really the only solution?  Rejigger my whole program to use 2.1 instead?  This is a pretty major problem with 1.6 if this is the case.  If 1.6 has such a major issue, that doesn't fill me with confidence in regards to SFML as a whole.

10
General / Compiles fine, runs on XP, does not work on Win7
« on: September 09, 2013, 06:32:58 am »
After upgrading my computer to Windows 7, I'm having trouble getting anything SFML to work.  I started a project with SFML 1.6, so I'd like to stick with 1.6 for now.  I'm using CodeBlocks, and have followed the configuration procedure in the SFML docs.  Any SFML programs that I make, including a simple tutorial program like the following, will compile with no error but then hang up when running. 

#include <SFML/Graphics.hpp>
#include <SFML/Window.hpp>
#include <SFML/System.hpp>

int main()
{
    // Create the main rendering window
    sf::RenderWindow App(sf::VideoMode(800, 600, 32), "SFML Graphics");

    // Start game loop
    while (App.IsOpened())
    {
        // Process events
        sf::Event Event;
        while (App.GetEvent(Event))
        {
            // Close window : exit
            if (Event.Type == sf::Event::Closed)
                App.Close();
        }

        // Clear the screen (fill it with black color)
        App.Clear();

        // Display window contents on screen
        App.Display();
    }

    return EXIT_SUCCESS;
}

The executable hangs up, with no explanation whatsoever.  No error dialog, nothing.  No SFML render windows open or anything.  This happens even with saved executables that ran fine on my old XP installation.  Given the absence of any error dialogs, I'm at a loss as to what is going on here.

11
Window / Re: Maximize Window
« on: June 05, 2013, 10:00:06 pm »
No, there's no way with SFML.

That's a shame.  Out of curiosity, is maximizing a window in some way more difficult than the other options that sfml does provide? 

I can probably come up with a kludge for my program by maximizing a gtk+ window, measuring it, and then using its dimensions to set the size of the sfml window, but that's certainly not the most elegant solution.

12
Window / Re: Maximize Window
« on: June 05, 2013, 03:00:25 am »
Fullscreen: Yes, see the window's constructor or create() documentation

Maximized: Yes, get the desktop resolution from sf::VideoMode and create window with corresponding size (keep in mind the borders and task bar)

Neither of those options are truly maximizing the window. 

The issue with the method of using sf::VideoMode to get the desktop size is that it ignores the size of task bars and title bars.  This ends up creating a window that is too big.  A correctly maximized window fills up most of the screen, but leaves room for the task bars and the window's title bar.

Fullscreen doesn't work for my purposes.  I need a maximized window, not a fullscreen window.

13
Window / Maximize Window
« on: June 05, 2013, 12:58:59 am »
Is there a way to create a maximized window, or to tell a window to maximize?

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